具体见! e* A' _, G( d* s
' C+ L* d4 E; }
http://www.matrixgames.com/forums/tm.asp?m=3185062
# x4 T, a6 E- r6 H
- y/ y3 c0 L) E. H# h5 O, v5 X已经共享到岛群QQ和本论坛置顶资源帖) ~& L2 o o( F8 [* K* v! a- h, b
$ _' ?+ T3 }, V' N4 P大量更新,详见列表:0 C6 Y7 T5 x8 X% |! A1 W) z1 z
9 q0 {- Y! x. T9 k
- t5 q; K* G0 ^! w4 ]Change History:
2 Q) T" n4 ? O2 tV1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17). J k( K: q9 P9 Z8 X
1. Seventh Update – This release is a comprehensive release updating all previous
& j# Q7 Y/ |0 G/ Z" p# O: [versions to v1.01.17 beta9 F4 y' Y! ?. M0 W. g+ q$ k3 [" {3 G# Q
2. Code Changes
/ G/ A$ m1 x% ^4 P6 M/ QFixed
_: d. I+ G# W% t$ E1. Display of AF/Port icon between player saves based on player's intel3 T: w1 r5 n# { T) v# l
2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when
- v8 z8 [& g c0 {% Tweapon list updated3 A4 Z0 m8 U% Z1 B) i/ w
3. Reported cargo/troop safety values incorrect when no cargo/troop space
5 ~% v, o0 F# i+ p4. Allow smaller 'reserve' space for small groups on ships
# j1 z- _4 Z/ W& y5 H5. Preserve some more data when swapping fragment and parent to prevent lost of parent" K( ]1 s0 k6 H
6. Correct attacking plane count before final post-air combat
: i- x$ y' ^3 M9 F8 q5 V6 {7. Pilot promotion may have occured in error sometimes
8 _9 g, z. T! Z; Z8 i8. Raid detect message sometimes dropped of the combat report
. x# B/ s6 X6 W \& P/ e3 ~: K9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply
, x2 K) b! A* vgenerally5 G$ Q; e7 r, i# S# Q s: @
10. Some pilot-leader connections were being corrupted
+ I% }9 M9 P8 m" q11. Movement bug with following units due to incorrect move indicator. Seems to fix a few: [8 j& Q3 d% B( H9 u7 R+ y
other move issues due to the incorrect indicator4 |, ^, x" o& L0 n+ B- P, x2 @
12. Wrong ship sometimes reported in Ops report for TF movement which causes some
5 D4 Q- k, r6 T6 ]5 y8 N1 I* T3 Ddamage
* D0 _$ X/ @$ N$ `4 z+ Z( o13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool3 n% N3 y# ~) i
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the7 o) n. z, C6 y' n
date sort
z- d, @- l- Y15. ASW groups not allowed to attack sometimes
0 U$ q6 D* D3 i4 N8 v4 a16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing
# u; y* l1 |9 B& @# F5 B" P% D( _HQ/LCU to jump to reinforcement queue8 y4 d: n: o. y* y" C
17. Bug in bomber intercept if too many rounds of fighter v fighter combat: j0 d, i4 l8 e* Y: }3 p
18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
1 G% O4 ~( R. ?6 m1 Vat start of AE but crept back in sometime during updates- G% N0 h1 N* i- l% E7 ^: Z
19. Removed the fragment/parent swap during a TF unload as it could often orphan the
9 s$ I3 P- T6 r$ @. Z' ]5 _fragment.. _: a; P7 S6 E: O& e, p/ K
20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade0 f, B% a2 b7 \
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not
, M! a; {# [( j+ ^' cshort scenario). This was fixed in a previous patch but only for one of the VCs, not the full( v- ^! r2 `* o! x
set
! b6 [ x, S l; i N. X22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
: c/ t4 w) h+ q7 O4 ], Z23. Enabled 'z' to speed up all animations; was commented out in a few animation replays
/ @# e. k, v; \* F% u: N24. Bug caused F/FB to sometimes bomb at low altitude
, v1 O, M# c& ?3 D25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not- I7 ^) ^/ Z/ W# q; a
occurring properly.
' B5 }. A- Q+ N* U26. Bug in Industry 'failed' indication not showing properly sometimes7 G, H1 Z! @3 I8 h$ n, R9 \9 R
27. Location check at scenario load to include small map sceanrios
( F2 I/ u; g% ]3 B9 V( U28. Bug in air supply to fragments in a non-friendly base hex: T L! D8 F, C; ?
29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was, t4 R3 u5 P. E6 C8 O
being set to homebase before execution of the mission – ie was returning to base2 a8 G ]& T8 Q5 ?6 D/ @
immediately
6 i& l( a3 \: }30. Error in Strategic map display
" O' w( [5 Y, B b( T, Y6 v: i31. Additional and stockpile options were not turned off when base was captured8 l9 ~ \* U& q& s6 J
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on; R! [. X. j8 _
mouse over6 i+ ?' h, j' \* k$ [
33. Army experience being gained when not 100% prepared as per manual; changed to allow" M; u6 T8 M' L% \1 L7 g
chance to gain experience if >75% prepare and < 50% national exp level2 R6 m" z' I- |6 D& q
34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to4 K7 @8 t: C u* R+ E q0 c. n4 i9 d f
alleviate the incorrect experience gaining happening while in reinforcement queue
O3 p+ k9 T8 m, `6 F0 k35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –) i9 i* w8 f _
caused unit to jump “off-rail” and move overland
9 B/ f6 b- }2 W36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ$ C) e/ T" e/ k& n# P
37. Excessive accident messages on unload from TF reported
; e3 X/ L3 B; d7 [8 c2 t& A38. Reworked editor sub-unit merging as some devices could drop off the unit list when
1 {, w, D; `: y) qmerged causing smaller size unit than expected) R4 J% a g2 p& G9 S
39. Corrected possible TOE error in scenario data load for inactive units
; P7 U( U2 O: A Z# ^: Y40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
% G7 K) c: j3 q4 I. nhowever be allowed to do this.6 J" ]! m$ }& d6 _& L, q
41. Possible CTD if sinking ship's load was a group/ }& Q- ^( `, G0 M7 A
42. Limit the number of devices built from resources per unit during LCU replacements; this% F8 w4 p- y& \. R6 y
was causing an over production for that turn
5 H+ e8 j$ e! N! v43. Retain day/night setting when creating group fragments! _+ }% x; m9 s* Z
44. Adjusted supply and fuel values in base list not to overrun the space7 O2 i& Z" \; g2 R5 Q# I; T- y
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but( e$ D/ F! M# u9 d4 D" P6 C+ j
added YMS to Sweep TF in line with manual and code
4 {+ N p0 y# B) k46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the5 z" h: H5 U h" E3 Q. `3 `
rule relates to the abundance of manpower and is not covered by replacement pool. Normal
- K# {! G m. S- r% }rebuilding of destroyed units is not affected by this." B2 `, b7 Z: ~7 H! V! d2 _# F/ C
47. Carrier capable and trained text not showing together on Group screen
0 {! v7 g( h% O5 ?/ R9 T48. Handle any blank re-name changes by ignoring them! k# k* O+ u# v6 ~! }! U0 {1 a/ e d
49. Possible CTD when air fragments combine3 S! T8 b3 @5 w4 Q6 y
50. Unloading TF can freeze a LCU onto a ship under some conditions
! |( J" t: k4 e( h51. AI not behaving if main HQs missing (affects small map mainly)$ S* C9 X5 }9 \* M' @0 X0 n3 Y
52. AI using AGC for normal land units – removed from TF if not needed$ H9 D4 I5 `: m6 f; c& Q
53. Soviet activation message not in Ops report
- d. t- o! O1 f5 B% G" j0 k- X54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
g1 A2 y1 j8 G1 j& C2 b55. Clear Soviet air balance if not activated. Possible incorrect base switching# a/ Q3 W. a, h( Q+ z9 U
56. Sub attack against docked TF not happening for port size <3
3 w& C( F6 e# a4 w57. Unit type changing unexpectantly
9 G4 ?. ^4 w6 I. `! W3 g) i; {* q58. Torpedo replacement on plane sometimes is missed+ {3 f* J0 ^* Q ?$ @% j
59. Double handling of overstacked supply requirements
9 ^0 v n; n* ^) F! z- ~ @60. Fixed alternate weapons for port attacks1 Q! t8 O- w6 C8 G4 Z3 g. V" F/ Y
61. Corrected weapon system damage to show after combat on ships in port rather than wait till6 v6 N8 \, r& l' \8 ]
sometimer in the ship repair cycle.% i* c, Z0 S* T3 E; r
62. Ship tonnage over 32K could cause repairs to fail
1 n+ z; c, F9 G3 ~, CNew
6 h; \9 V& ^2 _$ V6 U1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the
5 L$ V" c& E" zport0 D( N* m: M8 E0 a, t2 m) f
2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.7 c3 l4 L3 a) N- o; c4 k! L' [/ q
Tenders not counted
. b B0 S6 Q* J4 p+ |$ ]7 u8 g( o3. When showing mine device on ship, show '!' next to mine ammo if can reload at base5 J& U0 T ]3 c; J! B" w2 g* i
4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method
7 M0 G" C- M' S3 h4 {to remove damaged ships from TF
* J) Z5 k! S- E/ v# Y3 ~& }9 N: L5. New filter for “non-building” devices in Industry pool screen5 X3 c8 Z2 j& Z5 q) l6 W9 F+ N/ N
6. New filter for “non-building” aircraft in Air Replacement pool screen$ w) ~3 P9 _! r
7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
' \5 x5 R* I% V4 jmines (^) detected ~% y r: [# q# E
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the
8 n# A3 G" [ h8 o$ ]‘button6..’ image files, then these will be shown. If not, by default there are shown as
" ` H& d' S; k$ L3 M6 k0 k' ~8 jstandard parachute unit icons
# k5 f1 F% G4 g/ }! z9. Air/port damage and building is shown in base mouse over
# B1 v+ p1 Y* C" E10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
9 F# W, X0 w" L11. TF can be routed to stay within coastal hexes as much as possible
9 ?2 U U5 K* ]$ Y' C$ d0 T9 T12. On Top Pilot screen show the 'ace' cut-off value if more than 1( |2 o: y! Q$ Q9 L1 T- B5 C! t
13. Added option on group and LCU reinforcement screen to turn off replacements5 B. u6 e" _3 T D
14. Current base can get supply returned to it when reserve planes returned which were% i8 s6 D' ^/ X7 G
originally supplied from another base
- @5 S: l- N' D3 {15. Unit type filter on Troop Loading screen0 `4 A& w0 f8 z* {# Y+ z
16. Report killed ground units if not in combat report7 `: i o t+ s7 q, w/ n
Changed
. P% K7 P% d& n( w$ ^1. AF of 8+ have AV support doubled for purposes of determing support for air operations$ J! c) B. ^+ c# j# X
(complements fix 18 above)
1 T* a+ I" k8 A9 `0 |: X3 Y# x2. Permanently increased pilot array to 70K7 b2 V9 j' O# F* ~/ D3 [
3. Increased number of air combat rounds are a factor of total aircraft involved1 r! P* R6 G2 s+ i$ o
4. Allowed submap to submap movement if land connected for land units. Should have been* a' F* p5 @. v9 V* w7 H
so as per Andrew Brown2 v5 \# K; `' C9 C7 Y- e( J
5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message: R2 k6 m3 N4 ?- a# b! Z! T
delay toggle instead
& j- R( b" F( @6. Aircraft being grounded for maintenance factors in durability also. This will spread out the* Y% W5 I E+ \( a
maintenace a bit more
9 }0 W% f. X2 l7. Support device replacements won't decrease the overall experience of LCU units. This does
* u7 \& J& v0 }/ w. S7 jnot alter the overall EXP change due when any replacements are received.
# A# M; g3 [! B: X! D3 X+ ^8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction5 b' H: G- [! R5 m! q/ y
between the two but could break current games.
# v$ e9 i7 Q5 V. X$ v9. Some LCU Prep points may be retained if unit is experienced, Z2 }3 i. b$ d: [9 S
Notes
/ U0 S3 s) C; ?/ @) S' @0 m1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario
. I. Q' J$ A, s3 y6 ~should not change player or HQ, even if not in play. These original HQs are used by the AI
5 T0 H3 w& f* }# m N+ E) @% oroutines so changing or deleting them can put the AI off. Changing other elements should$ Z5 _, ?2 G1 Q- ]) \( U: p
be okay. W8 A q7 a5 _: t G0 l
2. Clarification to weapon filters for aircraft:& [3 G3 F3 o% f; g+ p, f
PM_NAVAL_ATTACK 2 // used for naval attacks
( k/ {' p& u6 R3 h8 uPM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)
% O0 J6 x, s& hPM_LAND_ATTACK 8 // used for land (ground) attack
" T7 D; a, I; g- h/ ?) s( ^PM_PORT_ATTACK 16 // used for port attack
. N. g( A% y0 k& C/ b- V+ EPM_AF_ATTACK 32 // used for AF attack
, n! w, J- L# d, rDropped any reference to secondary values for land and AF as they served no special use.0 y P+ Y/ }5 q/ W% A+ S% O# L
Clarification changes
& N3 w5 U1 N3 N* s1. Some clarification and changes in regard to use of the Soviet Motherland bases. These
6 J! d6 e9 A2 o9 Z- g: e/ j/ Sbases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
/ {1 y- v9 Q# d7 `$ gMONGOLIA(91) or TANNU_TUVA(92).
+ O' e" R# j3 Q1 ea. Allied non-Soviet groups can't transfer to Soviet Motherland bases/ z/ s; d+ P% P1 i) P
b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes0 n8 b. S3 S% Q1 W
c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases
T5 ?9 T) C5 m) Vafter Soviets are activated, but can’t move. e+ J+ _0 _* ^2 }1 W/ v
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if
- ]; o6 p9 ?! J! Jdisbanded in port.
. j6 Z" d5 m. f z8 ae. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently
3 A. ^2 ~8 ~: @4 @+ Tf. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |